Re: [Pharo-project] [squeak-dev] Cog+NativeBoost Linux32 binaries available
Ok, thanks for the info. i'm more than interested in the doing the MacOsX port of NBOpenGL. When i have the time ( not in the near future) i will produce a native boost mac vm deployable , plus the NBOpenGL-MacOsX. Regarding the window downloable, i followed the instructions in the page, the load order of packages but a certain class seems to be missing when i want to try the example ( the true type font example rendering ) in the NBOpenGL-Morphic package. Thanks, Fernando On Oct 6, 2010, at 2:53 PM, Igor Stasenko wrote:
On 6 October 2010 09:16, Fernando olivero <fernando.olivero@usi.ch> wrote:
GREAT! thanks Igor.
Is there also an NPOpenGL version working in Linux?
Not yet. A platform-specific code needs to be written for it.
An NBOpenGL-Win holds a windoze-specific code for it. In order to use NBOpenGL on linux, you should similarily, subclass from NBGlx , and implement a missing parts of it.
I don't know when i'll be able to get free time to implement it, so if you wanna help, you are wellcome.
Fernando On Oct 6, 2010, at 3:37 AM, Igor Stasenko wrote:
+ as a bonus, it also includes new finalization enhancements. :)
See http://code.google.com/p/nativeboost/downloads/list for downloads.
-- Best regards, Igor Stasenko AKA sig.
-- Best regards, Igor Stasenko AKA sig.
On 6 October 2010 16:08, Fernando olivero <fernando.olivero@usi.ch> wrote:
Ok, thanks for the info.
 i'm more than interested in the doing the MacOsX port of NBOpenGL. When i have the time ( not in the near future) i will produce a native boost mac vm deployable , plus the NBOpenGL-MacOsX.
Regarding the window downloable, i followed the instructions in the page, the load order of packages but a certain class seems to be missing when i want to try the example ( the true type font example rendering ) in the NBOpenGL-Morphic package.
Ohh.. i found that last one is saved as NBOpenGL-Morphic-Igor.Stasenko.3fqa instead of NBOpenGL-Morphic-Igor.Stasenko.3 don't ask me how.. looks like some MC bug. it is listed as a separate item in repository packages list .. crap Also, the missing class is NBGLCurveRenderer, which i moved to NBOpenGL-Rome package. I did a snapshot of it. But it depends on RomeCanvas class(es) , which is part of Athens.. But just ignore that for now and load it. For demo, you need only NBGLCurveRenderer which not rely on any Rome-specific stuff. It should be less messy.. But this is still under construction, so , sorry for inconvenience :)
Thanks, Fernando
On Oct 6, 2010, at 2:53 PM, Igor Stasenko wrote:
On 6 October 2010 09:16, Fernando olivero <fernando.olivero@usi.ch> wrote:
GREAT! Â thanks Igor.
Is there also an NPOpenGL version working in Linux?
Not yet. A platform-specific code needs to be written for it.
An NBOpenGL-Win holds a windoze-specific code for it. In order to use NBOpenGL on linux, you should similarily, subclass from NBGlx , and implement a missing parts of it.
I don't know when i'll be able to get free time to implement it, so if you wanna help, you are wellcome.
Fernando On Oct 6, 2010, at 3:37 AM, Igor Stasenko wrote:
+ as a bonus, it also includes new finalization enhancements. :)
See http://code.google.com/p/nativeboost/downloads/list for downloads.
-- Best regards, Igor Stasenko AKA sig.
-- Best regards, Igor Stasenko AKA sig.
_______________________________________________ Pharo-project mailing list Pharo-project@lists.gforge.inria.fr http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
-- Best regards, Igor Stasenko AKA sig.
On 6 October 2010 16:31, Igor Stasenko <siguctua@gmail.com> wrote:
On 6 October 2010 16:08, Fernando olivero <fernando.olivero@usi.ch> wrote:
Ok, thanks for the info.
 i'm more than interested in the doing the MacOsX port of NBOpenGL. When i have the time ( not in the near future) i will produce a native boost mac vm deployable , plus the NBOpenGL-MacOsX.
Regarding the window downloable, i followed the instructions in the page, the load order of packages but a certain class seems to be missing when i want to try the example ( the true type font example rendering ) in the NBOpenGL-Morphic package.
Ohh.. i found that last one is saved as NBOpenGL-Morphic-Igor.Stasenko.3fqa
instead of NBOpenGL-Morphic-Igor.Stasenko.3
don't ask me how.. looks like some MC bug.
it is listed as a separate item in repository packages list .. crap
Also, the missing class is NBGLCurveRenderer, which i moved to NBOpenGL-Rome package. I did a snapshot of it. But it depends on RomeCanvas class(es) , which is part of Athens.. But just ignore that for now and load it. For demo, you need only NBGLCurveRenderer which not rely on any Rome-specific stuff.
It should be less messy.. But this is still under construction, so , sorry for inconvenience :)
So, the load order is Core Win TrueType Display Rome Morphic.3fqa then you can run the: GLTTRenderingDemo new openInWorld (works for me) :)
Thanks, Fernando
-- Best regards, Igor Stasenko AKA sig.
On Oct 6, 2010, at 3:36 PM, Igor Stasenko wrote:
On 6 October 2010 16:31, Igor Stasenko <siguctua@gmail.com> wrote:
On 6 October 2010 16:08, Fernando olivero <fernando.olivero@usi.ch> wrote:
Ok, thanks for the info.
i'm more than interested in the doing the MacOsX port of NBOpenGL. When i have the time ( not in the near future) i will produce a native boost mac vm deployable , plus the NBOpenGL-MacOsX.
Regarding the window downloable, i followed the instructions in the page, the load order of packages but a certain class seems to be missing when i want to try the example ( the true type font example rendering ) in the NBOpenGL-Morphic package.
Ohh.. i found that last one is saved as NBOpenGL-Morphic-Igor.Stasenko.3fqa
instead of NBOpenGL-Morphic-Igor.Stasenko.3
don't ask me how.. looks like some MC bug.
it is listed as a separate item in repository packages list .. crap
Also, the missing class is NBGLCurveRenderer, which i moved to NBOpenGL-Rome package. I did a snapshot of it. But it depends on RomeCanvas class(es) , which is part of Athens.. But just ignore that for now and load it. For demo, you need only NBGLCurveRenderer which not rely on any Rome-specific stuff.
Just for curiosity, why this dependance on Rome? To end up providing a Canvas were all the rendering is performed by OpenGL and you text rendering class ?
It should be less messy.. But this is still under construction, so , sorry for inconvenience :)
No problem! It's a big project, and you are making an excellent job!
So, the load order is
Core Win TrueType Display Rome Morphic.3fqa
then you can run the:
GLTTRenderingDemo new openInWorld
(works for me) :)
Ok! Great! I wil try it. Maybe we could add some OpenGL rendering examples, some of them can be taken from AlienOpenGL examples, or other source. I found it useful for documenting the usage to have a class called AlienOpenGLExamples, with examples as instance methods ( and also to validate that the rendering is ok). Fernando
On 6 October 2010 16:54, Fernando olivero <fernando.olivero@usi.ch> wrote:
On Oct 6, 2010, at 3:36 PM, Igor Stasenko wrote:
On 6 October 2010 16:31, Igor Stasenko <siguctua@gmail.com> wrote:
On 6 October 2010 16:08, Fernando olivero <fernando.olivero@usi.ch> wrote:
Ok, thanks for the info.
 i'm more than interested in the doing the MacOsX port of NBOpenGL. When i have the time ( not in the near future) i will produce a native boost mac vm deployable , plus the NBOpenGL-MacOsX.
Regarding the window downloable, i followed the instructions in the page, the load order of packages but a certain class seems to be missing when i want to try the example ( the true type font example rendering ) in the NBOpenGL-Morphic package.
Ohh.. i found that last one is saved as NBOpenGL-Morphic-Igor.Stasenko.3fqa
instead of NBOpenGL-Morphic-Igor.Stasenko.3
don't ask me how.. looks like some MC bug.
it is listed as a separate item in repository packages list .. crap
Also, the missing class is NBGLCurveRenderer, which i moved to NBOpenGL-Rome package. I did a snapshot of it. But it depends on RomeCanvas class(es) , which is part of Athens.. But just ignore that for now and load it. For demo, you need only NBGLCurveRenderer which not rely on any Rome-specific stuff.
Just for curiosity, why this dependance on Rome? To end up providing a Canvas were all the rendering is performed by OpenGL and you text rendering class ?
A NBGLCurveRenderer is actually an experiment, which should be a part of something bigger (read Rome). So, that's why i moved it there, breaking demo :) I plan to implement an OpenGL backend for canvas, which implements Rome protocol. And then implement Morphic which using rome-canvas for rendering.. And then implement brand-new zoomable UI in it.. (i have a big plans)... :)
It should be less messy.. But this is still under construction, so , sorry for inconvenience :)
No problem! It's a big project, and you are making an excellent job!
So, the load order is
Core Win TrueType Display Rome Morphic.3fqa
then you can run the:
GLTTRenderingDemo new openInWorld
(works for me) :)
Ok! Great! I wil try it.
Maybe we could add some OpenGL rendering examples, some of them can be taken from AlienOpenGL examples, or other source. I found it useful for documenting the usage to have a class called AlienOpenGLExamples, with examples as instance methods  ( and also to validate that the rendering is ok).
Yes yes. Things needs to be properly organized. I just don't have much time to do that :)
Fernando
_______________________________________________ Pharo-project mailing list Pharo-project@lists.gforge.inria.fr http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
-- Best regards, Igor Stasenko AKA sig.
Also, the missing class is NBGLCurveRenderer, which i moved to NBOpenGL-Rome package. I did a snapshot of it. But it depends on RomeCanvas class(es) , which is part of Athens.. But just ignore that for now and load it. For demo, you need only NBGLCurveRenderer which not rely on any Rome-specific stuff.
Just for curiosity, why this dependance on Rome? To end up providing a Canvas were all the rendering is performed by OpenGL and you text rendering class ?
A NBGLCurveRenderer is actually an experiment, which should be a part of something bigger (read Rome). So, that's why i moved it there, breaking demo :)
The demo works just fine now!
I plan to implement an OpenGL backend for canvas, which implements Rome protocol. And then implement Morphic which using rome-canvas for rendering.. And then implement brand-new zoomable UI in it..
(i have a big plans)... :)
I was hoping you did! Questions: 1.Once you have a NBOpenGLRomeCanvas , how do you plan to implement the zoomable UI? On which layer of abstraction? (Canvas or Morphic ?) Is there going to be a "camera" abstraction? ( just like Lumiere ) or who will know its current z transformation? 2. Regarding Text, will you reuse Paragraph and Editor already present in the system, or use an external library like Pango? I was looking at the True Type font rendering demo, and everything seems pretty much into place, and now the "paragraph" layer must be implemented. How can i help? (Eventually...) Fernando
On 7 October 2010 11:36, Fernando olivero <fernando.olivero@usi.ch> wrote:
Also, the missing class is NBGLCurveRenderer, which i moved to NBOpenGL-Rome package. I did a snapshot of it. But it depends on RomeCanvas class(es) , which is part of Athens.. But just ignore that for now and load it. For demo, you need only NBGLCurveRenderer which not rely on any Rome-specific stuff.
Just for curiosity, why this dependance on Rome? To end up providing a Canvas were all the rendering is performed by OpenGL and you text rendering class ?
A NBGLCurveRenderer is actually an experiment, which should be a part of something bigger (read Rome). So, that's why i moved it there, breaking demo :)
The demo works just fine now!
I plan to implement an OpenGL backend for canvas, which implements Rome protocol. And then implement Morphic which using rome-canvas for rendering.. And then implement brand-new zoomable UI in it..
(i have a big plans)... :)
I was hoping you did!
Questions: 1.Once you have a NBOpenGLRomeCanvas , how do you plan to implement the zoomable UI? On which layer of abstraction? (Canvas or  Morphic ?) Is there going to be a "camera" abstraction? ( just like Lumiere ) or who will know  its current z transformation?
first i want to implement morphic rendering pipeline which will use Rome canvas, instead of Canvas. Next, i want to replace PasteUpMorph (World) with own subclass, which will actually control the camera, zoom level etc. So, it will be a global desktop-level zoom&translation. A submorphs will be not aware of it. In this way, its a less work and less changes to existing Morphic (i hope). And of course, i want a clear separate layer (Rome canvas) which can be used by any other UI/graphics framework.
2. Regarding Text, will you reuse Paragraph and Editor already present in the system, or use an external library like Pango? Â I was looking at the True Type font rendering demo, and everything seems pretty much into place, and now the "paragraph" layer must be implemented.
Initially, i will just do the simplest possible thing. Reuse what morpic provides. Text/paragraph rendering is a separate and very complex problem. Of course it would be cool to do things right, but not at initial iteration :)
How can i help? (Eventually...)
Anything you want. If you want something to be there, don't hesitate and dont wait for me - start coding :) My projects are public, they are open for contributions from anyone. Also, it would be cool to sync with Juan and his work on Morphic 3. I'd like to provide a GL backend for Morphic 3. But its unclear to me, what plans Juans having about it. Recently he said that he won't make any public releases. But i really hope that we could work together on it, because such ambitious projects need more than a single man in order to complete.
Fernando _______________________________________________ Pharo-project mailing list Pharo-project@lists.gforge.inria.fr http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
-- Best regards, Igor Stasenko AKA sig.
Hi Folks, Igor Stasenko wrote:
... Also, it would be cool to sync with Juan and his work on Morphic 3. I'd like to provide a GL backend for Morphic 3.
But its unclear to me, what plans Juans having about it. Recently he said that he won't make any public releases. But i really hope that we could work together on it, because such ambitious projects need more than a single man in order to complete.
My attempt to raise some funds to be able to work on it yielded very modest results. As a result, I'm spending more time in regular, paid work that I'd like (lately, even Drupal and PHP...). This means I don't have much time left. And most of it goes in keeping Cuis updated. So, Morphic 3 will keep advancing at a slow pace. Help in this regard would be much appreciated. Cheers, Juan Vuletich
participants (3)
-
Fernando olivero -
Igor Stasenko -
Juan Vuletich